Missile Damage - Feedback
#61
Posted 20 March 2013 - 09:41 AM
#62
Posted 20 March 2013 - 09:43 AM
#63
Posted 20 March 2013 - 09:44 AM
#64
Posted 20 March 2013 - 09:46 AM
Rozav, on 20 March 2013 - 09:35 AM, said:
Just once, I need to live my dream of a near-suicidal emo gundam pilot raining down hundreds of missiles on unsuspecting Leos.
I just fit 50 tubes on my DDC. I can't make up my mind about putting a tag on both arms or not. Now, I just need no one from work to create more after-hours emergencies.
Edited for grammar
Edited by WVAnonymous, 20 March 2013 - 09:48 AM.
#65
Posted 20 March 2013 - 09:48 AM
Receptivex, on 20 March 2013 - 09:28 AM, said:
If, if, if
If half the team ran TAG and the other half ran LRM... "our arrows will blot out the sun"
#66
Posted 20 March 2013 - 09:49 AM
WVAnonymous, on 20 March 2013 - 09:46 AM, said:
I go 45 tubes (3xLRM15) so that I can have Artemis (2x20+1x10 and you can't fit Artemis) and then TAG only on the left arm (next to the missiles, since if they get taken out the TAG is useless anyways). Put a Gauss Rifle on the other torso, with a medium laser in the right arm as last-ditch backup if you run out of ammo (yes, I've exhausted all LRM and Gauss ammo before) and you have a great LRM boat with its own TAG, long-range direct fire support too, and ECM capable.
#67
Posted 20 March 2013 - 09:50 AM
#68
Posted 20 March 2013 - 09:51 AM
WardenWolf, on 20 March 2013 - 09:49 AM, said:
Consider the design stolen. I just acquired the DDC a few weeks ago so I don't have a "library" of builds I like.
Thanks for the concept.
I'm going with an AC2 so I can keep my 300STD and fit BAP as well. The 3 LRM15+Artemis looks appropriate for the side torso.
Edited for multiple reasons.
Edited by WVAnonymous, 20 March 2013 - 09:59 AM.
#69
Posted 20 March 2013 - 09:51 AM
#70
Posted 20 March 2013 - 09:53 AM
Tice Daurus, on 20 March 2013 - 08:43 AM, said:
I think this is the hotfix he was talking about.
#71
Posted 20 March 2013 - 09:54 AM
NitroDev, on 20 March 2013 - 09:50 AM, said:
Quite noticeable for me. Before the patch, one volley of 15+ LRMs blow up all three of my torsos and both arms, leaving a floating head and two legs. Now, one volley of 15+ LRMs blow up all three of my torsos, both arms and both legs, leaving only a floating red head.
Commando pilot problems...
#72
Posted 20 March 2013 - 09:58 AM
#73
Posted 20 March 2013 - 09:58 AM
MuonNeutrino, on 20 March 2013 - 09:19 AM, said:
One horrifically OP thing countering another horrifically OP thing is not exactly an optimal balancing method.
StarCraft would like to have a word with you.
Oh, and League of Legends too.
Of course, you're right about ECM, but the problem isn't that OP is countered by OP. All the most interesting balancing schemes do this. The problem is that we are playing a multiplayer game where we don't get to see what the enemy is bringing, nor do we have any chance to counter once in game. Once either of these things become an option, ECM in current implementation becomes fine. If, as I suspect, they never will make either of these options available, then we just need to have ECM be a softer counter, and LRMs less absurdly overpowered against unshielded 'mechs.
#74
Posted 20 March 2013 - 10:02 AM
Hayashi, on 20 March 2013 - 08:37 AM, said:
I saw 1855 from LRM boats before the patch ... it just wasn't as common due to ECM. My theory is that at the moment there are much fewer players playing ECM and many more playing Jaegers ... so ECM is a lot less common and the terrible balance of missile systems has become obvious again ... on the other hand, maybe they actually changed something in the patch.
#75
Posted 20 March 2013 - 10:03 AM
#76
Posted 20 March 2013 - 10:08 AM
QuantumPeep, on 20 March 2013 - 10:03 AM, said:
They have like 40 people total, counting the guy who refills the snack machine. Their QA is players in the Private Test Server. Blame them. Or go down to the bottom of your page and fill out a job application.
#77
Posted 20 March 2013 - 10:10 AM
Khanahar, on 20 March 2013 - 09:58 AM, said:
StarCraft would like to have a word with you.
Oh, and League of Legends too.
Of course, you're right about ECM, but the problem isn't that OP is countered by OP. All the most interesting balancing schemes do this. The problem is that we are playing a multiplayer game where we don't get to see what the enemy is bringing, nor do we have any chance to counter once in game. Once either of these things become an option, ECM in current implementation becomes fine. If, as I suspect, they never will make either of these options available, then we just need to have ECM be a softer counter, and LRMs less absurdly overpowered against unshielded 'mechs.
I agree with you in general. I would quibble a bit, though, about 'all the most interesting balancing schemes do this'. I would rather say: 'in *some kinds of games* that's the most interesting type of balance scheme'. In this one, I would argue that that's a fundamentally flawed scheme and therefore the *least* interesting. As you point out, this balance scheme hinges upon the combatants being able to dynamically shift around their counters, counter-counters, etc to effectively oppose what their opponent is bringing. I agree that PGI is unlikely to add that sort of thing here, but I would go a bit futher and say that the inherent structure of this game *precludes* adding that sort of thing. And if your game can't include that sort of fluidity, you can't use that balancing system. Instead, as you say, you need to soften both so that they aren't such overpowering elements.
Edited by MuonNeutrino, 20 March 2013 - 10:12 AM.
#78
Posted 20 March 2013 - 10:12 AM
.
.
.
.
I'm insane though.
#79
Posted 20 March 2013 - 10:13 AM
Edited by StalaggtIKE, 20 March 2013 - 10:13 AM.
#80
Posted 20 March 2013 - 10:13 AM
Hate to see another new 'thing' get introduced just to fix it.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users